/**
 * Events that can occur when wandering around the world
 **/
Events.Encounters = [
	/* Tier 1 */
	{ /* Snarling Beast */
		title: _('A Snarling Beast'),
 		isAvailable: function() {
 			return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FOREST;
 		},
 		scenes: {
 			'start': {
 				combat: true,
 				enemy: 'snarling beast',
  				enemyName: _('snarling beast'),
 				deathMessage: _('the snarling beast is dead'),
 				chara: 'B',
 				damage: 1,
 				hit: 0.8,
 				attackDelay: 1,
 				health: 5,
 				loot: {
 					'fur': {
 						min: 1,
 						max: 3,
 						chance: 1
 					},
 					'meat': {
 						min: 1,
 						max: 3,
 						chance: 1
 					},
 					'teeth': {
 						min: 1,
 						max: 3,
 						chance: 0.8
 					}
 				},
 				notification: _('a snarling beast leaps out of the underbrush')
 			}
 		}
	},
	{ /* Gaunt Man */
     	title: _('A Gaunt Man'),
  		isAvailable: function() {
  			return World.getDistance() <= 10 && World.getTerrain() == World.TILE.BARRENS;
  		},
  		scenes: {
  			'start': {
  				combat: true,
  				enemy: 'gaunt man',
  				enemyName: _('gaunt man'),
 				deathMessage: _('the gaunt man is dead'),
  				chara: 'G',
  				damage: 2,
  				hit: 0.8,
  				attackDelay: 2,
  				health: 6,
  				loot: {
  					'cloth': {
  						min: 1,
  						max: 3,
  						chance: 0.8
  					},
  					'teeth': {
  						min: 1,
  						max: 2,
  						chance: 0.8
  					},
  					'leather': {
  						min: 1,
  						max: 2,
  						chance: 0.5
  					}
  				},
  				notification: _('a gaunt man approaches, a crazed look in his eye')
  			}
		}
  	},
	{ /* Strange Bird */
     	title: _('A Strange Bird'),
  		isAvailable: function() {
  			return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FIELD;
  		},
  		scenes: {
  			'start': {
  				combat: true,
  				enemy: 'strange bird',  				
  				enemyName: _('strange bird'),  				
  				deathMessage: _('the strange bird is dead'),
  				chara: 'B',
  				damage: 3,
  				hit: 0.8,
  				attackDelay: 2,
  				health: 4,
  				loot: {
  					'scales': {
  						min: 1,
  						max: 3,
  						chance: 0.8
  					},
  					'teeth': {
  						min: 1,
  						max: 2,
  						chance: 0.5
  					},
  					'meat': {
  						min: 1,
  						max: 3,
  						chance: 0.8
  					}
  				},
  				notification: _('a strange looking bird speeds across the plains')
  			}
		}
  	},
	/* Tier 2*/
	{ /* Shivering Man */
     	title: _('A Shivering Man'),
  		isAvailable: function() {
  			return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS;
  		},
  		scenes: {
  			'start': {
  				combat: true,
  				enemy: 'shivering man', 
  				enemyName: _('shivering man'), 
  				deathMessage: _('the shivering man is dead'),
  				chara: 'S',
  				damage: 5,
  				hit: 0.5,
  				attackDelay: 1,
  				health: 20,
  				loot: {
  					'cloth': {
  						min: 1,
  						max: 1,
  						chance: 0.2
  					},
  					'teeth': {
  						min: 1,
  						max: 2,
  						chance: 0.8
  					},
  					'leather': {
  						min: 1,
  						max: 1,
  						chance: 0.2
  					},
  					'medicine': {
  					  min: 1,
  					  max: 3,
  					  chance: 0.7
  					}
  				},
  				notification: _('a shivering man approaches and attacks with surprising strength')
  			}
		}
  },
	{ /* Man-eater */
		title: _('A Man-Eater'),
 		isAvailable: function() {
 			return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FOREST;
 		},
 		scenes: {
 			'start': {
 				combat: true,
 				enemy: 'man-eater', 
 				enemyName: _('man-eater'), 
 				deathMessage: _('the man-eater is dead'),
 				chara: 'E',
 				damage: 3,
 				hit: 0.8,
 				attackDelay: 1,
 				health: 25,
 				loot: {
 					'fur': {
 						min: 5,
 						max: 10,
 						chance: 1
 					},
 					'meat': {
 						min: 5,
 						max: 10,
 						chance: 1
 					},
 					'teeth': {
 						min: 5,
 						max: 10,
 						chance: 0.8
 					}
 				},
 				notification: _('a large creature attacks, claws freshly bloodied')
 			}
 		}
	},
	{ /* Scavenger */
     	title: _('A Scavenger'),
  		isAvailable: function() {
  			return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS;
  		},
  		scenes: {
  			'start': {
  				combat: true,
  				enemy: 'scavenger', 
  				enemyName: _('scavenger'), 
  				deathMessage: _('the scavenger is dead'),
  				chara: 'S',
  				damage: 4,
  				hit: 0.8,
  				attackDelay: 2,
  				health: 30,
  				loot: {
  					'cloth': {
  						min: 5,
  						max: 10,
  						chance: 0.8
  					},
  					'leather': {
  						min: 5,
  						max: 10,
  						chance: 0.8
  					},
  					'iron': {
  						min: 1,
  						max: 5,
  						chance: 0.5
  					},
  					'medicine': {
  					  min: 1,
  					  max: 2,
  					  chance: 0.1
  					}
  				},
  				notification: _('a scavenger draws close, hoping for an easy score')
  			}
		}
  	},
	{ /* Huge Lizard */
     	title: _('A Huge Lizard'),
  		isAvailable: function() {
  			return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FIELD;
  		},
  		scenes: {
  			'start': {
  				combat: true,
  				enemy: 'lizard', 
  				enemyName: _('lizard'), 
  				deathMessage: _('the lizard is dead'),
  				chara: 'L',
  				damage: 5,
  				hit: 0.8,
  				attackDelay: 2,
  				health: 20,
  				loot: {
  					'scales': {
  						min: 5,
  						max: 10,
  						chance: 0.8
  					},
  					'teeth': {
  						min: 5,
  						max: 10,
  						chance: 0.5
  					},
  					'meat': {
  						min: 5,
  						max: 10,
  						chance: 0.8
  					}
  				},
  				notification: _('the grass thrashes wildly as a huge lizard pushes through')
  			}
		}
  	},
	/* Tier 3*/
	{ /* Feral Terror */
		title: _('A Feral Terror'),
 		isAvailable: function() {
 			return World.getDistance() > 20 && World.getTerrain() == World.TILE.FOREST;
 		},
 		scenes: {
 			'start': {
 				combat: true,
 				enemy: 'feral terror', 
 				enemyName: _('feral terror'), 
 				deathMessage: _('the feral terror is dead'),
 				chara: 'F',
 				damage: 6,
 				hit: 0.8,
 				attackDelay: 1,
 				health: 45,
 				loot: {
 					'fur': {
 						min: 5,
 						max: 10,
 						chance: 1
 					},
 					'meat': {
 						min: 5,
 						max: 10,
 						chance: 1
 					},
 					'teeth': {
 						min: 5,
 						max: 10,
 						chance: 0.8
 					}
 				},
 				notification: _('a beast, wilder than imagining, erupts out of the foliage')
 			}
 		}
	},
	{ /* Soldier */
     	title: _('A Soldier'),
  		isAvailable: function() {
  			return World.getDistance() > 20 && World.getTerrain() == World.TILE.BARRENS;
  		},
  		scenes: {
  			'start': {
  				combat: true,
  				enemy: 'soldier', 
  				enemyName: _('soldier'), 
  				deathMessage: _('the soldier is dead'),
				ranged: true,
  				chara: 'D',
  				damage: 8,
  				hit: 0.8,
  				attackDelay: 2,
  				health: 50,
  				loot: {
  					'cloth': {
  						min: 5,
  						max: 10,
  						chance: 0.8
  					},
  					'bullets': {
  						min: 1,
  						max: 5,
  						chance: 0.5
  					},
  					'rifle': {
  						min: 1,
  						max: 1,
  						chance: 0.2
  					},
  					'medicine': {
  					  min: 1,
  					  max: 2,
  					  chance: 0.1
  					}
  				},
  				notification: _('a soldier opens fire from across the desert')
  			}
		}
  	},
	{ /* Sniper */
     	title: _('A Sniper'),
  		isAvailable: function() {
  			return World.getDistance() > 20 && World.getTerrain() == World.TILE.FIELD;
  		},
  		scenes: {
  			'start': {
  				combat: true,
  				enemy: 'sniper', 
  				enemyName: _('sniper'), 
  				deathMessage: _('the sniper is dead'),
  				chara: 'S',
  				damage: 15,
  				hit: 0.8,
  				attackDelay: 4,
  				health: 30,
				ranged: true,
  				loot: {
  					'cloth': {
  						min: 5,
  						max: 10,
  						chance: 0.8
  					},
  					'bullets': {
  						min: 1,
  						max: 5,
  						chance: 0.5
  					},
  					'rifle': {
  						min: 1,
  						max: 1,
  						chance: 0.2
  					},
  					'medicine': {
  					  min: 1,
  					  max: 2,
  					  chance: 0.1
  					}
  				},
  				notification: _('a shot rings out, from somewhere in the long grass')
  			}
		}
  	}
];
